﻿/****************************************************************************************
*	Mouzetrap - client/server framework	
*
*	$HeadURL: http://mouzetrap.googlecode.com/svn/trunk/Mouzetrap/DataStructures/ItemNode.cs $
*	$Id: ItemNode.cs 11 2009-06-11 09:10:25Z tobz@fallenrealms.net $	
* 
*	Copyright (c) 2008 Toby Lawrence
* 
*	Permission is hereby granted, free of charge, to any person obtaining a copy
*	of this software and associated documentation files (the "Software"), to deal
*	in the Software without restriction, including without limitation the rights
*	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*	copies of the Software, and to permit persons to whom the Software is
*	furnished to do so, subject to the following conditions:
* 
*	The above copyright notice and this permission notice shall be included in
*	all copies or substantial portions of the Software.
* 
*	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*	THE SOFTWARE.
* 
****************************************************************************************/

namespace Mouzetrap.DataStructures
{
	/// <summary>
	/// Defines an node object that holds a value and a pointer to another node object.
	/// </summary>
	/// <typeparam name="T">the type of the value held</typeparam>
	internal class ItemNode<T>
	{
		/// <summary>
		/// The value held by this node.
		/// </summary>
		public T Item;

		/// <summary>
		/// The next node in the link chain.
		/// </summary>
		/// <remarks>
		/// We don't make this a property because then it couldn't be used
		/// as a pass-by-ref parameter, which is where it will spend most 
		/// of it's time.
		/// </remarks>
		public ItemNode<T> Next;

		/// <summary>
		/// Creates a new <see cref="ItemNode{T}" />.
		/// </summary>
		public ItemNode()
		{
		}

		/// <summary>
		/// Creates a new <see cref="ItemNode{T}" /> with the given item as the value.
		/// </summary>
		/// <param name="item">the item to store</param>
		public ItemNode(T item)
		{
			Item = item;
		}
	}
}